/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Wolf ET Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Wolf ET Source Code. If not, see . In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef aglutils_h #define aglutils_h #define NEW_CODE 1 #include #include #define TEST_SMP 1 #define TEST_FSAA 1 extern AGLPixelFormat gPixelFormat; extern AGLContext gAGLContext; extern Fixed aglFrequency; OSStatus MySetWindowContentColor( WindowRef inWindow, RGBColor const *inRGB ); GLboolean _aglSetGameContext( short inWidth, short inHeight, short inDepth, short inTexDepth, short inStencilDepth, Fixed inFreq, DisplayIDType inDevice, Boolean inWindow, int inFSAASamples ); void _aglDisposeGameContext( void ); GLboolean _aglSuspendGameContext( void ); GLboolean _aglResumeGameContext( void ); void _aglSwapBuffers( void ); WindowRef _aglGetGLWindow( void ); Boolean _aglUsingFullscreen( void ); AGLDrawable _aglGetDrawable( void ); CGrafPtr _aglGetCurrentPort( void ); void _aglUsePrimaryContext( void ); void _aglUseSecondaryContext( void ); #endif